Regarging the new comodity system it looks like, the demand for a commodity (i.e. Painite) of a station will be replenished once a day (with the tick) and will be lowered continiously by the players selling to the station. When the demand reaches 0 it will stay at 0 until the next tick.
As a result, the player who is able to play the game right after the tick will have the opportunity to sell at high prices and earn alot of credits, whilst all the players starting the game a few hours later, i.e. they are in another timezone, are highly disadvantaged due to lower or no demand left wich results in lower prices.
This system is leading nowhere but giving only a small percentage of the playerbase, living in the right timezone, a high opportunity whilst hurting all others. I have no clue who mentioned this system and who made the decission to implement it. In my opinion this is the most stupid idea and decission I have ever seen, when softwaredevelopers are trying to implement somthing like an economy to a game.
Feel free to discuss.
As a result, the player who is able to play the game right after the tick will have the opportunity to sell at high prices and earn alot of credits, whilst all the players starting the game a few hours later, i.e. they are in another timezone, are highly disadvantaged due to lower or no demand left wich results in lower prices.
This system is leading nowhere but giving only a small percentage of the playerbase, living in the right timezone, a high opportunity whilst hurting all others. I have no clue who mentioned this system and who made the decission to implement it. In my opinion this is the most stupid idea and decission I have ever seen, when softwaredevelopers are trying to implement somthing like an economy to a game.
Feel free to discuss.